hey Gainsworthy!...you know, i started coding quite a long time ago and made some tools, basic experients with graphics/sound and stuff, but never games... - but now i really want to make some! i always wanted to, but was probably always too cautious to admit it

Ah, a coder, but not a game-maker. Righteo. Makes a little more sense .

You seem to have a knack for making games- this is similarly brilliant to ZicZac. Particularly difficult and twitchy, but it has a real sense of weight and speed to it - which is, in my opinion, critical in a shooter. So, yeah, feels good, looks awesome and distinct, and has a nice sense of reward in the challenge. Short, but well de-made! Though, you do have some good source material. Nobody Shooter is an nice choice of name, too.

Also, why do you always put down your music? I feel the "generative chippy stuff" works very nicely with the feel of your games.

Oh, and finally, just figured out that your name is Zero-Relative! I always read it as "Oh-Rell." Though, I still will. I'm still trying to figure out the numbers plastered all over your site.

Awesome! Very polished and fun. I've never played Everyday Shooter, but this was very cool. The only thing that bugged me is the window wasn't centered on the screen, and alt + enter doesn't make it full screen, just centered with a background. (But that's just preference). Great work!

Gainsworthy,thanks for the motivating words.yea, i'm mainly a coder, but from the moment on, i decided to make games, i wasn't too happy about it anymore... that's also the reason why i'm not really content with the music in the game, compared to what 'Everyday Shooter' did. i had to find out that it is quite difficult to make interesting interactive sounds, wich should feel like playing music... - but on the graphical side, i was quite happy about Game Boy's low specs. here, it luckily wasn't so hard to adapt the simple shapes of 'Everyday Shooter'.btw: ...i try from now on to focus more on the mood and figurative graphics, cause pure coder art isn't really what i personally like in games. but it is sometimes very difficult to be the grey, cold-hearted coder, and then switch to an other, more "intuitive mode" (this is coder speech :] ), when i want to draw something, for example...for the names 'Nobody Shooter' and '0rel', it's a similar thing. they have two sides, both are right, but they are still very different. i like that, it fits for me...

@website: yea, i should make that website since ages. - i probably do it after the next game . maybe i will then publish there that realtime audio-synth lib i'm currently trying around with. but without good docs in proper english it won't be very usefull for others, i guess... we'll see.

moogled,woooh,,, 1376!?!

that's a pretty impressive score, man!i don't now exactly how much i got after the last change (i made it longer in the last minute), but i think, that's really something! we will have hard times to beat that

muku,good to hear that it works under Win2k too, that's very useful info for me.. i would like to know if Vista eats it as well, it probably should, cause i tried to use only basic Win32 API stuff in the window handling.

Blueberry,hahah... :Di'm happy to hear that!

i know, it's probably a bit too hard, but i wanted that it needs some training, like in 'Everyday Shooter' too, before you can beat it...maybe i should still decrease the enemy count a bit again, especially in the beginning. the initial idea was to increase the enemy count continually till the end, actually the program should do that like it is now, but it isn't very noticable... i try to improve it later (perhaps).

that the bullets and the "coins" don't look so different is first of all a matter of limitedness of the game boy style. only 4 colors, one for the background, and 3 for the sprites. that isn't very much... and additionally, i decieded to use only 8x8 sprites for all objects (for small objects like bullets/coins effectively even less), except for explosions and the rotor enemies, which use a group of four 8x8 sprites...

i think that it should be playable after you've noticed how it works. you can discern the the bullets and the coins quite well, cause they move and sound differently.

or do you think i should make some small spikes on the corners of the coins? or something like that?

@screen cluttering: it's intended. it's actually the main challenge of the game. the shifting pattern in the background, all the enemies and the bullets/coins should form a very dense wave of moving lowres pixels in four shades of green. it should be confusing, but still predictable though . for me, it's kind of a hardcore pattern recognition game...

ExciteMike,yes, gamepad support would be really nice to have, i agree... it works with the w-s-a-d keys (you can press 2 buttons at once, and the shooting should smoothly change its direction), but an analog stick would still be much better for something like that...

Ryan,did you get a big grey background behind the playing field in fullscreen mode?if so, that would be okay... alt+enter doesn't change the zoom level, it should just hide the other stuff currently on screen. i decided to make it like that, because i think, the Game Boy really has a very small screen, also pixel-wise, and a 160x144 -> 12??x1028 zoom would be just too much... one gameboy pixel converts now always to 3x3 pixels on screen, both, in fullscreen and in windowed mode.